wWWWWWWWWWWWw ,wWWWW ,wWWWWW wWWWWWWWWWWWw WWWWP™™™™™WWWWW wWWWWWW ,wWWWWWWWW WWWWP™™™™™WWWWW WWWW wWWWW ™F™WWWW wWWWWP™WWWWW WWWW wWWWW ,wwwWWWWW™ WWWW WWWWP™ WWWWW ,wwwWWWWW™ wWWWWWP™™ WWWW WWWWWWWWWWWWWWWW wWWWWWP™™ WWWW™ WWWW WWWWWWWWWWWWWWWW WWWW™ EEEEEEEEEE WWWWWWWWWWWWWWW WWWW WWWWW WWWWWWWWWWWWWWW EEEEEEEEEE EEEEEEEEEE WWWWWWWWWWWWWWW WWWW WWWWW WWWWWWWWWWWWWWW EEEEEEEEEE _______ ___ ____________________ _________________________ ______ | \ / \|__ __|__ __| | | ____| ___| | ____| | | _ \ | === / / A \ | | | | | | | ¯¯¯¯| __| | ¯¯¯¯| | | | \ | | === \/ ___ \ | | | | | |___| ====| | | | ====| |___| |_/ | |_______/__/ \__\|__| |__| |______|______|__| |__|______|______|______/ BATTLEFIELD 2142™ UNLOCKS GUIDE v1.31 14 April 2008 ©2008 Nahum Reduta nayhem_5J5, the red<>diamond TABLE OF CONTENTS 1.0 Notes (To search for sections, type a 1.1 Legal Notices forward slash "/" followed by the 1.2 Version History section number in your search box.) 2.0 Class Unlocks 2.1 Recon: Sniper 2.2 Recon: Spec Ops 2.3 Assault: Battle 2.4 Assault: Medic 2.5 Engineer: Crewman/Anti-Vehicle 2.6 Engineer: Area Denial/Anti-Air 2.7 Support: Defense 2.8 Support: Close Combat 3.0 Personal Unlocks 4.0 Squad Leader Unlocks 5.0 Single Player 6.0 Other Notes 6.1 Common 6.2 Class Specific 6.3 Squad Leader 6.4 Hubs and Supply Crates 6.5 Destroying Deployable Items 6.6 Suggested Upgrade Scheme 7.0 Thanks = NOTES = /1.0 == Legal Notices == /1.1 This guide is copyright ©2006 Nahum Reduta. No part of this guide may be reproduced in any form without prior written consent. This document is primarily hosted on GameFAQs. If you would like to host this guide on your site, please contact me. With permission, the guide must be reproduced in whole, and must be kept up-to-date. For corrections or additions, gmail me at nayhem with the subject line beginning "BF2142". All other correspondence may be considered junk and ignored outright. == Version History == /1.2 v1.31: 14 Apr 2008 - Note about EMP points. v1.3: 12 Apr 2008 - A few additions. v1.2: 15 Oct 2007 - More little quirks. - A suggested upgrade path that may help newcomers. - Methods for destroying deployables. - How the spawn beacon contributes to the Squad Leader Badge. v1.1: 02 Jul 2007 - Been a while, huh? Added a few things, but I'll need more time with the unlocks I don't know much of. My current situation isn't helping me one bit. Have a safe and sane Fireworks Day! - Notes for game versions 1.25 and 1.40 (beta). v1.0: 14 Feb 2007 - Released in time to take advantage of EA/DICE's "all-unlocks" weekend. = CLASS UNLOCKS = /2.0 Each kit unlock tree contains two branches, which each contain a useable item, a passive upgrade, another useable item, and a weapon, in that order. Items are unlocked by gaining ranks in multiplayer mode. Once unlocked, they are also available in singleplayer. The Northern Strike booster pack adds another unlock to each branch. Also added are a set of badges and ribbons which offer an unlock credit rather than career points. == RECON: Sniper == /2.1 === Anti-Personnel Mine (2) === /2.1.1 A one-hit wonder for area denial or deterrence. They are quickly deployed and active within 4-5 seconds. Anyone walking or running within the APM's active area (a 5m arc in front of the device) will be killed or seriously injured at range. FAVs are also vulnerable. Those who do see the devices in advance must spend time circumventing them, allowing for an opportunity to kill them via other means. The Rule of Mining: the best place to lay a mine is where the enemy least expects it. In the case of APMs, these would be around blind corners, behind boxes or barrels, around supply crates and parked vehicles, hidden by shrubbery, or anywhere out of plain sight. Conversely, this also includes in plain view. Open areas around capture points are excellent places because the player is normally focused on accomplishing objectives or perhaps combat. Because the APM is directional, you can trick enemies into walking into them by planting them in a direction and location that an enemy would normally think of, such as around the corner from a friendly flag. The mine will be in plain sight, but hopefully the enemy will think it is one of theirs. To avoid being harmed by APMs, either crouch/crawl past them, use the AE Defuser, detonate them with the Zeller-H rifle, or set them off with RDX. (1.40: The Clark RDX Shotgun can also detonate explosives.) If you see anyone moving with caution, assume the same or you may end up killing both yourself and your teammate. If you are within the active area of a mine, an orange explosives icon will appear on your HUD. A red crossbones marker shows you the location of mines set by allies. APMs count towards the Explosive Gallantry pin and badges. Explosive Gallantry Pin: 8 kills = 10 Career points Badge: 10 kills IASR = 20 Career points 50 total kills; 15 kills IASR = 500 Career points 300 total kills; 20 kills IASR = 1000 Career points Titan corridors during a long match are an ideal area for mine kills, so long as ammo hubs are nearby. === Dystek Hi-Scope X4 === /2.1.2 This passive upgrade adds a variable zoom functionality to any sniper rifle. In addition, your movement will adjust to the range--when you are zoomed all the way to 4×, you will move the rifle more slowly to adjust. Both features will certainly help long-range sniping. If you did not already spawn with a Hi-Scope, you will not able to use one from any sniper rifle you pick up. === Gruber 5 Scope Stabilizer === /2.1.3 By pressing [Shift], you will momentarily reduce rifle sway. This will help at extreme distances, or when you feel the need to secure a headshot. When using the Zeller in its anti-materiel role, the Stabilizer helps to focus on small targets such as motion mines and APMs. === Zeller-H Advanced Sniper Rifle === /2.1.4 Moderately more powerful than the stock rifles, to the point where a body shot to a lightly-armored target will kill. In addition, its higher-caliber ammunition will detonate any explosives. (Be sure not to shoot explosives near you or APMs pointing towards you.) Even if you drop the enemy to 10% health, that still makes it easier for others to kill assist or for you to finish with the pistol. Since the stock rifles can kill with a headshot, the Zeller isn't much of an improvement for basic sniping. (1.40: Since light body armor is now the default, you may see an increase in kills towards unwary players.) Its anti-materiel role does make it a viable upgrade, especially on city maps to help vehicles advance. Shooting at explosives counts as a hit for accuracy purposes. === NS: DS-22 Sniper Decoy === /2.1.5 This projects a false ping on enemy NetBat, causing a little confusion. When you are within 50m of the decoy, you are no longer detectable by enemy NetBat, your signature instead being positioned where the decoy is. It can be used to lure enemies into traps, or cause enemies to believe they are in sniper country and hesitate. Planting one aboard a Titan during an assault can help you evade infantry detection methods. Sentry guns are unaffected by the Ghost decoy. == RECON: Spec Ops == /2.2 === RDX Demopak (5) === /2.2.1 These are essential for destroying commander assets. They also make short work of Titan components and allow Recon units to take out vehicles. They can be affixed to any surface (including ceilings) and to vehicles (if you need a "jihad jeep"). Pressing [Alt-Fire] will switch to the detonator; you will also automatically switch when you have deployed all of your demopaks. (Be careful and count your packs to avoid suicides and teamkills.) If you venture close to an allied Demopak, it will chirp to warn you and an orange explosives icon will appear on your HUD. A red crossbones icon will show you the location of Demopaks laid by allies. It takes two packs to destroy scanning bunkers, three for strike bunkers, four for Titan consoles, and five to destroy a Titan anti-air cannon. (Assets on some servers require three regardless of type.) The Titan core may require up to twenty packs without the help of BLOC-3 missiles from outside. Because Titan components are sensitive to RDX, you should refrain from using it to defend the Titan; an opponent who kills you can use your packs to his advantage. One pack will finish FAVs, gunships, and stationary guns; use two or three for other vehicles. Against a tank, blasts on the main body and underside are most effective (60%+ damage); rear vents are 50% damage, rear of the turret inflicts the least damage. Against an APC, one pack averages to just over half damage, with the least inflicted on the wheels, and the most upon the rear doors. The battlewalker is pretty sturdy, with a single demopak inflicting at most 35% damage upon the main body. Each repair cell on the Goliath can be destroyed with a single pack. Unless they are destroyed, the Goliath can recover even from a full complement of demopaks. Because RDX can be applied to any surface, they are ideal for sabotage. It can be hidden beneath almost every vehicle, and in some rather conspicuous places that nevertheless remain out of sight to the occupants under normal operation. Tricky spots include the inside of FAVs and transports, the rear fins of air vehicles, and the barrel of tanks. Demopaks can also be used as area denial. Place them where you expect infantry or vehicles to be, like choke points or objectives. Like mines, hiding them from sight will increase the chance that an enemy will wander into its killzone. Placed on objectives, they can be detonated when the objective has been neutralized, usually taking out enemies bent on capture. On Friendly Fire Off servers, RDX can even be detonated at your feet for (perhaps unfairly) minimal damage to yourself while ensuring enemy kills. RDX is lethal inside of five meters, and harmless outside of ten. Ideally, when used against equipment, you'll want to place them directly on the surface in question. Demopaks can be defused from a relatively safe distance or shot with the Zeller-H. Demopaks can also set off explosives dropped by other players. (1.40: The Clark RDX Shotgun can detonate explosives.) A player using RDX to defend himself can be caught off guard if you detonate his packs yourself; while he's switching from his detonator, you have a momentary advantage. If you pick up a Recon kit, you can pick up his deployed packs or set them off yourself. RDX kills contribute to the Explosive Gallantry pin and badges. Destroying assets awards points; Titan components in particular contribute to the Problem Solver pin and Titan Destruction badges. Explosive Gallantry Pin: 8 kills = 10 Career points Badge: 10 kills IASR = 20 Career points 50 total kills; 15 kills IASR = 500 Career points 300 total kills; 20 kills IASR = 1000 Career points Problem Solver Pin: 4 consoles destroyed = 20 Career points Titan Destruction Badge: 2 consoles = 40 Career points 10 total consoles; 1 core IASR = 500 Career points 40 total consoles; 3 consoles + 1 core IASR = 1000 Career points Gallantry awards are more easily earned in low-player, high-ticket matches. RDX can be used rather impudently against infantry on FF-off servers. The Titan- related awards are more easily earned on low-player matches, when the enemy is distracted from defending their own Titan. To better your chances, bring along a support squadmate and destroy consoles 1 and 2 at the same time, since these long corridors are more easily defended than the upper ones. === NetBat Fade Delay === /2.2.2 This passive upgrade increases the time that a NetBat marker stays active. This helps you and your squadmates to keep tabs on concealed or distant enemies. === IT-33 Active Camouflage === /2.2.3 This noisy little device will render you almost invisible. (Game versions prior to 1.10 use the "Predator" lensing effect, which can be unintentionally detected at long distances. From 1.10 on, you appear as a dim shadow.) Using this in front of an enemy will certainly get you shot. It is much more suited to flanking and escape. Since the device emits a distinct chirping, you should turn it off when you are within listening range of an enemy. Your camouflage is broken when you land from a moderate fall or are struck by EMP. In the latter case, you will occasionally flash bright blue and static, visible to others. You cannot use the device while climbing, falling, or swimming. === Lambert Carbine === /2.2.4 The Lambert is a much better fit for close range combat. Its stopping power lies between that of the Engineer's SMG and the basic assault rifles. Though low on recoil, it is pretty inaccurate beyond medium range. This is the perfect complement to the long reach of the sniper rifles for those who engage in close quarters. === NS: TL-S1C Camo Upgrade === /2.2.5 This extends the duration of the Active Camouflage device, useful if you want to traverse the long distances around map perimeters or towards unguarded control points. == ASSAULT: Battle == /2.3 === Herzog AR Shotgun Attachment (3 × 4 magazines) === /2.3.1 This fires shotgun shells which rip infantry apart at close range. A hit to the upper torso/head is fatal. The magazine takes a while to reload, long enough to suffer retaliatory fire. If you have both AR attachments and you've fired one or two rockets, you can use the third round in the shotgun attachment for a quick kill. However, expect to get hassled by fallen teammates whom you can't help. For some reason, the Herzog does not contribute to the Close Combat pin. === NetBat Infantry ID === /2.3.2 This passive upgrade shows your squad what kit an enemy is carrying, indicated by a red icon above their health meter. More of a novelty on the way to AR rockets, but it can help your squadmates determine what the enemy is capable of. === PK-74 AR-Rocket Attachment (3 × 4 magazines) === /2.3.3 By far the most useful anti-sniper weapon. Primary fire will launch the rockets in a slight arc. Targeting through the scope activates the rangefinder to determine where the rocket will detonate; furthermore, the scroll wheel allows you to adjust the range in 2m increments. Free-fired rockets will detonate on impact. (Be aware that the rockets won't detonate inside of 20m, instead inflicting light striking damage.) Each rocket can take off more than half the health of an enemy--sometimes your third rocket goes wasted, unless you fire it off for insurance. If you are also using the Herzog, you can use the last round as a shotgun blast. Until patch 1.20/Northern Strike, rocket kills are applied towards your assault rifle. Afterwards, they will have their own cumulative stats, but remain tied to your assault rifle during after-match reports. (Accuracies greater than 100% can be explained by using rockets to kill multiple enemies at the same time. So long as your kill count is greater than the amount of combined ammunition spent, your rifle accuracy will be reported this way.) Though the Assault soldier has a disadvantage against mobile armor, rockets can be used to weaken vehicles at long range. === Baur H-AR === /2.3.4 The Baur fires more powerful rounds than the other assault rifles, at the expense of clip size and accuracy. It features the worst recoil, but many players swear by its stopping power. At close range, it is possible to kill an enemy with a headshot; three shots make short work otherwise. On semi-auto, it can be used head-to-head against snipers. === NS: Advanced Magazine === /2.3.5 Adds one more Universal Round to your attachment magazines, of which you also get one more. (You now carry twenty total rounds instead of twelve.) This is most useful for those using rockets, since you now have two salvos of two rockets handy. === ASSAULT: Medic === /2.4 === AED Defibrillator === /2.4.1 Practically a necessity to the medic, the defibrillator revives fallen allies to full health. It can also be used offensively against enemy soldiers, delivering a fatal shock. The capacitor delivers three jolts before it needs to be recharged. Critically wounded teammates are indicated on NetBat with diagonal cross icons when they call for help (by pressing [Fire] while down). The icons persist for a while just after revival, so be aware of what's going on. Before reviving a teammate, it is wise to make sure that danger has passed. You have 15 seconds to either clear the area of baddies, or decide that getting killed yourself (or worse, falling into a revive/kill trap) is not worth the risk. Also note that orbital strikes last for 15 seconds--unless the player was specifically targeted, and therefore in the middle receiving half of the shelling, you may have time to revive fallen teammates and escape to safety. Sometimes, you will have to pick the defibrillator off someone else. A fallen assault soldier on either side more often than not carries a defib on him which you can use on comrades. You are not able to resuscitate players who have been "killed" rather than "critically wounded". These include victims of APC mortar strikes, and *direct hits* by tank shells, anti-vehicle rockets, TV guided missiles, railguns, and orbital artillery. You are also not able to resuscitate those who have been crushed to death, or those caught in constricting areas. The defibrillator contributes to the Emergency Rescue pin. Emergency Rescue Pin: 8 revives = 5 Career points === Advanced Med Hub === /2.4.2 This speeds up the rate at which teammates are healed. You can also heal yourself and teammates inside vehicles. In addition, when you are in a vehicle, other passengers and those near your vehicle are healed. When inside a vehicle, your effective healing radius is increased depending on the size of the vehicle. As with the regular hub, holding onto the hub allows support to be given much faster than if the hub is deployed. (1.25: Support actions now have lower boundaries, so points are easier to obtain. You earn a point for healing roughly 1/3 health. Hubs also have limits on the supplies they offer, visible as a white graph below the hub's 3D map icon.) It may help you attain Medic Excellence badges more easily, though time conditions remain the same. === SG-34 Smoke Grenade (3) === /2.4.3 A rather lame upgrade, it creates a slight cloud of smoke. The concealment effect to be honest consists of maybe four textures--walking past the grenade totally breaks the cover. In addition, NetBat, pulse meters, sentry guns, and other detection methods work through the smoke. Finally, both teams are (slightly) affected by the smoke. It is considered by most an obstacle along the path to the Voss. (1.40b: The smoke generated is said to be more useful, though exactly how is not yet known.) One interesting use is to whittle that last hit point off an enemy with a direct blow. Smoke Grenades have their own kill messages, so finishing off someone in this way is extremely embarassing. === Voss L-AR === /2.4.4 Whereas the Baur relies on high-caliber ammunition, the Voss features minimal recoil and a large clip. Players are largely divided between the Baur and the Voss. The Voss is great for spraying at close range, and is a stable firing platform on semi-auto. === NS: CM3-N Radar Grenade === /2.4.5 An advanced smoke grenade which includes a short radar sweep for the time it spends blanketing an area. A slight improvement on the regular smoke. == ENGINEER: Crewman/Anti-Vehicle == /2.5 === AE Defuser === /2.5.1 An invaluable engineer's device, used to neutralize explosives. It is so invaluable that using it is worthless. No points awarded for removing bombs, not even a full load's worth. And you're vulnerable to enemy fire the whole time. Still, clearing a path is its own reward. As of patch 1.5 or 1.10, the working range has been increased--RDX and APMs can be cleared outside of their lethal range. Explosives marked with a red icon were planted there by allies. Unless absolutely necessary in those rare Mine FF-on matches, try not to defuse these explosives. The defuser works *against* an enemy's (or ally's?!) Explosive Gallantry awards. Grenades *cannot* be defused. (Believe me, I've tried.) RDX dropped by bunny- hoppers on FF-off servers can be, but it's very difficult. (I've also tried.) === NetBat Vehicle ID === /2.5.2 This passive upgrade reveals to your squadmates how much armor is remaining on an enemy vehicle. Definitely helps squadmates with anti-armor capabilities. === PDS-1 Vehicle Sonar === /2.5.3 Detects enemy vehicles within roughly 50m. It can be affixed to any surface or vehicle. Set around a capture point, it can alert others to impending threats. Placed on a vehicle, it can detect others during its use. (Using it this way is a little buggy--placing the device on the front of the vehicle doesn't activate it.) If the vehicle is used by an enemy, the whole team can track its location. It can also be used to detect pods--placing it on the Titan will alert defenders of incoming attackers. It can also be attached to Squad Leader drones, making its operation mobile for the squad. (Preferably, the sonar would be attached to your own squad's drone, but no one's stopping you.) During operation it emits a characteristic sound. If found, it can be destroyed with a few shots. === Pilum H-AVR === /2.5.4 The Pilum turns anti-vehicle duties into an exercise in archery or clay shooting. It fires unguided rockets at a higher velocity than the basic weapons with only the slightest of error. Aiming the weapon does not set off a vehicle's targeting alarm. With practice, the hind ends of tanks, FAVs, or even gunships can be taken down reliably. It takes about as long to reload as the guided rockets. And like the regular Engineer weapons, it can kill infantry instantly, rather than wounding them. === NS: MMB-5 Motion Mine Bait === /2.5.5 An alternative to defusing motion mines, it is a grenade with a long delay fuse. It attracts nearby motion mines and detonates them. (Motion mines have a fatal blast radius similar to a grenade, so stand clear.) It is also effective against other kinds of mines, though they cannot be moved. Mine bait by itself is almost harmless, perhaps causing striking damage when thrown at soldiers. The bait detonates harmlessly, jolting anyone nearby and maybe causing some hearing dysfunction. Any explosives in the vicinity, however, are set off. Mine bait can be used offensively, guiding mines towards an enemy or hostile vehicle. Because the mines themselves still belong to their deployer, so do the kills. This means that you can use an enemy's mines to destroy an enemy vehicle, possibly forcing many teamkills upon the enemy engineer. It is useful against the Goliath IFV--you can quickly send all of your own mines at its side or rear, destroying it before it can repair itself. It is also useful to engineers aboard enemy Titans--you can send mines down a heavily defended hallway if you survive long enough to plant the mines and throw the bait. == ENGINEER: Area Denial/Anti-Air == /2.6 === II-14 EMP Mine (5) === /2.6.1 The EMP mine is as it does. They stun vehicles pretty effectively. Placed near active vehicles, it takes a few seconds to detonate. (1.40: The Clark RDX Shotgun can detonate explosives.) In Titan mode, the EMP mine can be placed on top of the enemy hangar, where it will disable departing aircraft, and often its crew. Using these in conjunction with motion mines allows FAVs to be more easily defeated. They can slow down the vehicle long enough for the motion mines to catch up and do their job. You receive a teamwork point for every target pulsed, and an additional squad member bonus if a squadmate is nearby. The Rule of Mining: the best place to lay a mine is where the enemy least expects it. Problem with the EMP mine is that it needs to be placed where it can strike a vehicle within its 2m radius range. This makes the EMP mine hard to hide. It serves more of a defensive role, anyway, so go ahead and place it in plain sight. The glow of a pulse can warn other players that enemy armor is nearby, giving them time to prepare a defense or escape. === Dystek Repair v2.0 === /2.6.2 This allows the engineer to repair at a faster rate, as well as repair vehicles nearby when he himself is inside one. Therefore, you do not need to leave the safety of armor in order to repair an ally's vehicle. It makes the Engineer Service badge a little easier to obtain, but total time requirements won't be helped. (1.25: Support actions now have lower boundaries, so points are easier to obtain. You no longer have to fully repair a vehicle to obtain a repair point.) Commander assets and Titan consoles can be repaired in one sitting with the upgraded tool. === II-29 Motion Mine (5) === /2.6.3 The true anti-vehicle mine in the Engineer kit. When an enemy vehicle approaches its vicinity, the mine levitates and begins to chase it. Should the vehicle continue moving, it will detonate upon contact. The explosion is fatal to infantry nearby (i.e. those who attempt to escape from a targeted vehicle). A single mine can eliminate the occupants of an FAV or speeder; two mines are sufficent to destroy tanks and APCs; three will damage a walker. Five will destroy a Goliath IFV provided they detonate together in a short time span, and do not explode against the heavy front blast shield. (1.40: The Clark RDX Shotgun can detonate explosives.) Placed around objectives, they can deter enemies from trying to capture them inside their vehicle. Air transports often fall victim to this method of defense. Gunships can also be struck if they venture too close. Because FAVs and speeders can boost past them, using motion mines in combination with EMP mines may help catch enemies using these vehicles. The Rule of Mining: the best place to lay a mine is where the enemy least expects it. In the case of Motion Mines, these are usually just beyond the tops of hills, at the edges of roads, around debris or burning wreckage, near supply crates, or around blind corners. If there are pickup trucks around, placing mines in here can catch Battlewalkers by surprise (they won't activate around other vehicles). Mines can be placed on enemy helipads to catch air vehicles attempting to rearm and repair. In Titan mode, mines can be placed on top of the enemy hangar; they will often destroy aircraft attempting to leave. Motion mines can also be laid underneath most vehicles without being noticed by future operators. If you are operating a vehicle, a klaxon will sound if motion mines are nearby. You have a choice of either remaining still indefinitely, or ditching the vehicle. Switching to a non-primary seat will deactivate the mines. FAVs, Gunships, and Hachimotos have a chance of escaping motion mines by boosting past them. The Goliath's front armor is completely resistant to mines. Motion mines contribute to the Explosive Gallantry pin and badge. Explosive Gallantry Pin: 8 kills = 10 Career points Badge: 10 kills IASR = 20 Career points 50 total kills; 15 kills IASR = 500 Career points 300 total kills; 20 kills IASR = 1000 Career points It is unlikely that you will earn the Gallantry awards using motion mines alone. A more likely scenario is that they are used to great effect in Titan matches during the shield assault phase, and then supplemented by RDX and APM kills thereafter. === SAAW Squad Anti-Air Weapon === /2.6.4 Changes your main weapon to fire missiles that track air targets. Each casing contains two rockets. Fired untracked, it falls in an arc greater than that of the assault rifle rockets. It has the same infantry-killing ability as the other engineer rockets. They inflict significant damage against ground vehicles. In order for the missiles to track an air target, you must have a missile lock (long tone, rather than the "target nearby" chirping), *and* you must have the aircraft within your reticle. If your aim is off, the missile will not track regardless of lock status. Gunships can eventually outrun a SAAW missile. Your best bet is to acquire an incoming craft, one that is engaged in a dogfight, or one that is hovering. === NS: SMG Clip Expansion === /2.6.5 Increases the number of rounds per clip in the engineer's sidearm. == SUPPORT: Defense == /2.7 === V5 EMP Grenade (3) === /2.7.1 A more portable version of the various EMP devices. Upon contact, it pulses a moderate radius. With a deployed ammo hub, a vehicle can be locked down indefinitely (although the operator can still fire weapons or dismount). It can be used against sentry guns, temporarily disabling them so they can be circumvented. Squad leader drones can be momentarily deactivated. As with any pulse, the effects are universal--you can even pulse yourself with a bad throw. You receive a teamwork point for every target pulsed, and an additional squad member bonus if a squadmate is nearby. === NetBat Active Camo ID === /2.7.2 This passive upgrade reveals recon units who employ or disable their active camouflage to your squadmates. No more surprises. === A12 Enforcer Sentry Gun === /2.7.3 An extra gun for whatever need arises. Mainly used in a static defense, especially aboard the Titan where its corridors provide the most ideal killzone. Its strength is roughly that of a submachine gun, but can fire indefinitely. It can also catch enemies by surprise around corners or inside cargo containers, or at least whittle down whoever dares approach it. It is resistant to explosives. It does have a confined search range, roughly a 45º cone from its front. It can track targets horizontally past this range, but not vertically. Support units can EMP the sentry, stunning it for a short while. Anyone can destroy it with their main weapon--it has roughly the same amount of health as infantry. Killing the support unit who deployed the sentry allows the player picking up his kit to deploy it himself after rearming himself with the ammo hub. (This destroys the previoiusly hostile sentry and replaces it with your own friendly one.) The sentry gun reveals its target and its status on NetBat. Because of this, it can work with the Accipiter squad leader drone, effectively providing two times the automatic fire. Any damage to the sentry gun can be repaired by an engineer, or it can simply be replaced with a new gun from the ammo hub. Should the sentry gun be recovered by its owner (press [G]), it is replaced anew when deployed again. Aboard the Titan, it has a habit of detecting enemies through walls, so it can also be used as an early warning device. Though it can track through walls, it still cannot fire through them. A cunning opponent can get a sentry to fire upon him, while another flanks the gun to destroy it. === Ganz HMG === /2.7.4 Despite the "Heavy Machine Gun" designation, the Ganz is a personal weapon. It fires higher caliber rounds than the LMGs. However, it has a long warmup time and overheats more quickly. Once firmly planted, it is very accurate and very powerful, rivaling assault rifles. === NS: IDS-1 Infantry Sonar === /2.7.5 This unlock works like the Vehicle Sonar, except on infantry. Like the Vehicle Sonar, it can be attached to any surface. This is especially useful on Accipiter Drones, which require NetBat input in order to function. It is a necessity where infantry assaults are common, like the Titan. If the enemy seems to be in your face with unusual speed, he is most likely being helped by a sonar device. == SUPPORT: Close Combat == /2.8 === IPS Infantry Protection Shield === /2.8.1 The shield deflects all firearms and offers some protection against grenade blasts. Though it can deflect vehicle weaponry, it eventually fails against such attacks. Supposedly, sharpshooters are able to destroy the control box at the bottom of the shield, rendering it useless. Its bright red glow is clearly visible, often alerting others to the user's presence. If placed in a constrictive area, the shield can prevent movement through that area. For instance, it can be placed on top of ladders, sealing off that route. === Advanced Ammo Hub === /2.8.2 Like the advanced med hub, the advanced ammo hub deploys ammunition more quickly than the regular hub. It also rearms players outside a vehicle or other vehicles. As with the regular hub, holding onto the hub allows support to be given much faster than if the hub is deployed. (1.25: Hubs now have limits on the supplies they offer, visible as a white graph below the hub's 3D map icon.) === Dystek Pulse Meter === /2.8.3 The pulse meter shows where enemy infantry are at a given instant, transmitting to squadmates through NetBat. The marker is not updated as the unit moves; the enemy could be anywhere within a radius of detection. Supposedly, it also detects where enemy spawn beacons are, although I have never successfully used it in this capacity. It may also be spoofed by the Recon's Ghost. It takes about five seconds for the unit to recharge. === Clark 15B Combat Shotgun === /2.8.4 Like the Lambert, the Clark changes the role of the Support, enhancing his close-range lethality. It is a semi-automatic weapon with seven shells per magazine. Aimed at the upper chest, the Clark can deliver a fatal blow in one hit. Its tight spread allows the Clark to be used at mid range with moderate success. (1.40: The Clark's rate of fire is increased.) The Clark alone contributes to the Close Combat pin. Close Combat Pin: 10 kills = 10 Career points Many players report great success when using this weapon with the pulse meter and/or infantry radar. === NS: RDX Anti-Personnel Timed Munitions === /2.8.5 This upgrade modifies the Clark to fire timed explosives. (1.40: The Clark RDX Shotgun can detonate explosives.) They stick to objects and surfaces, detonating briefly afterwards. It can damage vehicles, but not effectively. It is not yet known if the RDX shotgun contributes to the Explosives Gallantry awards, but it should soon hinder an enemy from obtaining one. = PERSONAL UNLOCKS = /3.0 These upgrades are available to any soldier, regardless of class. == FRG-1 Fragmentation Grenades (2) == /3.1 An indispensable weapon on the battlefield. Primary fire throws the grenade at maximum power. Secondary fire allows for shorter throws or dropping, depending on how long the button is held. (Your ammo gauge becomes a power meter when you use grenades this way.) Your momentum affects where the grenade will land; sprinting and jumping can help you extend your range. Be careful where you throw, as it is easy to kill teammates or yourself unintentionally. It is most useful at medium to long range, where time spent in flight reduces the chance that the target will escape. It is also useful when dropped in the path of an advancing intruder, especially when they do not see you doing so. Grenades are lethal inside of four meters, and harmless at nine meters. Everyone who throws a grenade yells out either "Frag (Out)!," "Throwing frag!," or "Granata!" Grenades can destroy vehicles, but are not designed to do so. They do insignificant damage against battlewalkers, and at most 5% damage against tanks or APCs when thrown beneath them. They are particularly harmful to FAVs and transports if they stick inside. (It is possible to bounce a grenade through a transport to kill occupants on the other side.) Grenades do *not* count towards the Explosive Gallantry pin or badges. == SprintCor 20 Enhanced Endurance == /3.2 This upgrade permanently increases the distance you can sprint. Your recovery time remains the same until you apply the next upgrade. With light armor equipped, you can now sprint the maximum distance allowed. == Staminar 9 Recovery System == /3.3 This upgrade permanently increases the rate at which you recover stamina. You can recover stamina from your increased sprint in the same amount of time that an unaided solder does with regular stamina. == Sidearm Ammo Upgrade == /3.4 This adds extra ammunition to your sidearm, either giving more rounds per pistol clip, or another clip for the engineer's submachine gun. == Extra Grenade(s) == /3.5 This gives you an extra grenade for each type you have. If you carry smoke or EMP grenades, or mine bait, you will recieve one more. == NS: SAB-1b Shock Absorbing Boot == /3.6 These will absorb some of the damage you take from short falls (i.e. from buildings, over steep terrain). They also increase the rate of stamina recovery. They may also reduce the stamina you normally lose from jumping. = SQUAD LEADER = /4.0 All of the squad leader upgrades can be destroyed with small arms fire. As such, they can be repaired by an engineer or rearmed by a support. Only the members of a squad can take advantage of these devices; there are membership requirements for each device. Each upgrade emits a characteristic noise. Squad leader devices are connected to your kit. If you swap out your kit, you lose your SL unlock as well (except a deployed spawn beacon). If you happen to pick up a kit containing a squad leader device, you can use it if you are squad leader. == SLSB Squad Leader Spawn Beacon (+ 1 member) == /4.1 This device places a spawn point on the map where your squad can appear via launch pods. This spawn point replaces the one situated upon yourself--you are able to use your own spawn beacon, and can respawn with another squad leader item. Since reinforcements arrive via launch pods, they are visible to the other team. The pods can inflict damage or kill anyone caught below. The pods appear roughly 300 meters above a given spawn beacon. Spawn beacons must be placed in open areas--that is, anywhere it would be visible from the commander's satellite view. (Before patch 1.5, it was possible to place beacons inside the Titan, and have reinforcements appear at that location.) It may help to place them in areas unreachable by enemies, although it also reduces the chance that you can reclaim your own beacon. Placed near buildings, it is possible to access that building's roof if your pod lands successfully. Though the beacon can be easily destroyed by enemies, it can also be camped upon to take advantage of the unsuspecting. Unless the beacon can be recovered, the squad will not be able to spawn safely at the site nor upon the leader. If this occurs, there are some options available to reclaim the landing area and beacon: - Flank the area with a significant force. - Attempt a mass landing to overwhelm the guardians. - Remove the beacon from a distance using rifles or rockets. - Change squad leadership by having the leader leave (and rejoin). The Spawn Beacon is necessary for the Squad Leader badge; a count is kept of how many times your squad members use your beacon. Squad Leader Badge: 10 beacon spawns = 20 Career points 300 SL Success points; 20 beacon spawns = 500 Career points 600 SL Success points; 30 beacon spawns = 1000 Career points The badge is more easily earned when you have a full squad and the beacon is kept near highly-contested areas, or perhaps when your squadmates die often. [Note: A half-speed version of the spawn beacon sound can be heard whenever a sentry gun is deployed.] == RD-4 Otus (+ 2 members) == /4.2 This is one of the drones seen floating above squad leaders. It functions as a short-range reconnaisance tool, similar to the pulse meter. It detects and highlights enemies the same way--their location is not updated if they are not in view. The scan is updated every five seconds. If the drone is pulsed, it falls down and temporarily loses its scan ability. If the squad leader is wounded, the drone will remain in place until he respawns or the drone is destroyed. If the squad leader is using active camouflage, the drone will remain in plain sight--to recover the drone, press the pickup key. [In Latin, "otus" means "owl".] == SD-8 Accipiter (+ 3 members) == /4.3 This is the other drone available to the squad leader. It carries submachine guns with unlimited ammo. By itself, it does nothing and is harmless. Targets must be designated by the squad through NetBat--it will then fire upon the target until it is neutralized, out of sight, or the Accipiter is stopped. If an Infantry Sonar is attached, the sonar will provide the necessary NetBat info for the Accipiter. The two can effectively function as a mobile sentry. [In Latin, "accipiter" means "hawk".] == NS: SL-RPU Reinforcement Prioritizing Unit == /4.4 This upgrade reduces the time that wounded or killed soldiers remain on the battlefield. When a squad leader from either team has this in their inventory, time is added to every fallen player's downed state. After the standard fifteen seconds of being critically wounded, the player dies and must wait longer to respawn. Those using the RPU do not suffer the time penalty, and are able to respawn at the beacon immediately via landing pod. = SINGLE PLAYER = /5.0 - Until they are earned through multiplayer play, unlocks are not immediately available to your character. The computer-controlled bots usually carry one level of upgrades which you can use if you pick up dropped kits. - Bots do not carry nor use the following unlocks: - Any mines (I've only seen one set of motion mines in all my time playing.) - Any squad leader upgrade other than Accipiter - Gruber 5 Hi-Scope X4 - SG-34 Smoke Grenades (carry but don't use) - AE Defuser - PDS-1 Vehicle Sonar - IDS-1 Infantry Sonar - SAAW Anti-Air Weapon (1.40: Bots now use this weapon) - IPS Infantry Protection Shield - Dystek Pulse Meter - Weapons used by bots deplete their ammunition. If you pick up a dropped kit, all the available unlocks may not be fresh. - At close range, bots will almost always use their knife, but rarely their defibrillator. Just beyond that, bots will use their sidearm or shotgun. - Bots only use one RDX at a time, and only then to attack vehicles or defend flags. - Bots do not seem to be very accurate. They cannot kill you with headshots. - Bots will not go out of their way to avoid mines. - Bots will heal or rearm teammates so long as there are no enemies around. They never deploy their hubs, but will use those that are. - Bots will not repair unless asked to. They will return to combat once finished or if enemies appear. - Bots will not revive anyone unless they are just beside them, or until they have cleared the area. They also will not revive anyone if they are inside a vehicle. Bots seem to know when a fallen teammate is carrying a defibrillator, and will swap kits to use it. - Smoke grenades, cover, and other visual disturbances do not affect bots. - Bots are proficient with guided rockets, almost always landing a hit. They can also use active defense against incoming rockets. Bots will only target vehicles intentionally. - Bots do not place sentry guns in locations that human players would. They are often deployed in the open, or whenever an enemy is encountered. Bots will attempt to circumvent these by running directly to the sentry's immediate flank, and dispose of them with their sidearm. - Bots do not take advantage of NetBat detections via the vehicle sonar, pulse meter, recon drone, or infantry sonar. - Bots do not use spawn beacons, although they can spawn on leaders. If you deploy a beacon, expect the bots to spawn at flags instead. - Once you have unlocked the Otus drone, every squad leader will begin using Accipiter drones regardless of their squad size. - Save for sentry guns and drones, bots do not go out of their way to destroy deployed devices. = OTHER NOTES = /6.0 == Common == /6.1 - Almost every deployable object can be retrieved using the [G] key. You need to be right next to the object (0m away), and away from soldier kits. Picking up a stray demopak can avoid teamkills, while picking up mines allows you to use them elsewhere. Retrieving your squad leader drone will help when you need to stay hidden, or if you plan on using active camo. - If you pick up someone else's kit, you have access to his unlocked items, but not his upgrades. Deployed hostile items remain so and cannot be reclaimed as if they were your own. An exception to this are Demopaks, which are tied to your detonator--these can be picked up. If you do not have all five Demopaks on your person, you risk setting off deployed packs that may be in unfriendly locations. - It is always a good idea to check the kits of other soldiers. Assault always carries medic hubs; Support always carries extra ammo; Engineers always carry a repair tool. In addition, you can use the other unlocks for your own purposes. Picked up some mines? Lay them. Pulse meter? Have a look around. Pulling multiple duty this way is the key to getting high point-per-minute stats and better scores overall. - It is possible to carry deployables in reserve while you already have some active if you are being rearmed. However, you can only carry as many as you originally had. Any new objects you deploy cause the older ones to disappear when you reach the limit for that item. - Deployed objects remain until the kit associated with them disappears. (Hubs are an exception.) Thus, it is possible to place new items, and reclaim the old ones to keep a set out. Switching between kits will keep items deployed from both active for as long as you keep doing so. - Though you cannot pick up most enemy deployables, you can use his kit to replace them with your own when you are rearmed. The enemy deployable is removed due to the limit imposed on such items. Doing this for items missing from enemy kits you come across is highly recommended since it deprives the enemy of its use without having to search for the item in question. - If you are aboard a Titan and killed a Recon who defends using RDX, you can use the unused packs on consoles and the core. Similarly, if a teammate died before using or planting his packs, you can use them yourself. - Many assault units carry the defibrillator, which you can use on allies they may have wounded. - Most engineers who carry motion mines usually carry the defuser or mine bait. If you killed one planting mines around your vehicle, you can use them to clear the mines and be on your way. You can also clear the mines using the deployables limit trick above. == Class Specific == /6.2 - APMs sometimes prove difficult to destroy by the Zeller. - All grenades have the capacity to kill. A grenade thrown at an enemy will inflict very light striking damage, at least enough to drop a player left with 1% health. Pelting someone in the head with a smoke grenade is probably the most humiliating way to kill an opponent, since it appears in the message ticker. However, records are not kept for smoke grenade kills. (EMP grenades, Frag grenades, Radar grenades, Motion Mine Bait, and AR rockets at close range can also inflict damage.) - The assault class is always highlighted with medic cross icons when someone calls for one. Since they might not carry defibrillators, don't expect every medic to rush to your rescue if you are critically wounded. They should, however, be able to heal you no matter the case. - Similarly, engineers and support are highlighted with wrench and ammo icons, respectively, when requested. On their end, the soldier requesting support is highlighted with a similar icon, showing who needs help. Look for these symbols on your minimap. - The debate over whether the Baur or Voss is the better assault rifle is a hot one. Some even claim the Krylov or the special edition BOFORS is supreme. (The BOFORS is almost exactly the same as the SCAR, save for its large mesh and a few numbers.) - In multiplayer games, the collision detection of motion mines is severely affected. They appear to drop into the ground, then reappear, due to lag. This is normally not a problem except aboard Titans. When placed on the rear decks, motion mines may fly away by great distances. To lay mines on Titan decks, lay prone and look straight down at the point you want the mine to appear. (This appears to be fixed in 1.40, or may depend on Titan movement. When deployed from any stance, the mines stay where they first make contact with the Titan deck.) - Motion mines may also prove undeployable in a few cases. This usually happens when you are right next to a building and you attempt to place it next to it. The mine appears to deploy, but disappear from sight and reappear in stock. - Mine bait can cause some motion mines to bounce over improperly long distances. They may also fail to attract mines just around a corner or that get caught in obstacles. - Since the supply soldier can rearm himself, he can throw an unlimited number of grenades, possibly locking down a hallway or vehicle. (1.25: Hubs have limits on the supplies they offer, visible as a white graph below the hub's onscreen NetBat icon.) == Squad Leader == /6.3 - SL items can be reclaimed using the [Pickup] key. Do this to maintain a beacon-aided advance, or to prevent a drone from ruining your active camouflage. - Damaged SL items can be repaired by an engineer (and maybe the supply crate). Lost items can be replaced by hubs or crates. (1.40: Squad leaders can instantly replace drones without being resupplied.) - Non-leaders can carry SL items in their kit, possibly allowing for use by leaders who pick up their kit. - Once you have deployed a spawn beacon, you yourself can spawn on it. You can also use another SL item with the beacon active, but you cannot pick up the beacon. To relocate a beacon, you either need to pick it up (with the beacon as your SL kit item) or have it destroyed. - Because landing pods target the area around a beacon, it is possible to respawn out of bounds, or to descend in unlikely places (over walls, on rooftops). Rooftop access, though frowned upon by some players, is available to both teams. The rooftop squad has a tactical advantage over unsuspecting players which is negated when an enemy squad makes its own nest above. Roof-to-roof battles are not uncommon in city assaults. - An exploit exists that allows beacon podders to "surf", or travel to locations far from the beacon. Patch 1.40 mostly prevents this. - Collision issues can make the spawn beacon invulnerable when placed on certain areas of the Titan deck (usually when Friendly Fire is off). Though an exploit, it is also an opportunity for opponents to camp the beacon. The problem can also be solved by placing an object on top of the beacon (i.e. supply crate, medic hub). - Drones are easily damaged by collisions with surfaces. - Drones follow the Squad Leader even when he is inside a vehicle. The drone can keep up with everything but speed-boosted vehicles and the gunship at full speed. Some vehicles have bulky hulls that the drone may collide against. - Drones remain active until the squad leader respawns. Enemy drones should always be destroyed whenever possible. - It is possible to have both drones active by using your own drone and one from a dropped kit. The Otus will find targets for the Accipiter to assail. However, they constantly collide with each other, eventually resulting in destruction of one or both. (The collision issues seem to be fixed as of 1.40, allowing any number of drones to be utilized.) - Prior to patch 1.20/NS, it was possible to ride on top of the drones. As it would attempt to return to its position above your character, the end effect would be that the squad leader could ride his own drone skywards. To do this, the drone had to be lowered either through low ceilings available on Belgrade and Fall of Berlin, or by being pulsed. - Unfortunately, this and other patches cause the drone to accidentally kill its user when deployed in certain cases. This can be prevented by proning before deployment or patching to 1.40. == Hubs and Supply Crates == /6.4 - Holding out a hub allows you to heal or rearm more quickly than if it was dropped on the ground. However, you cannot aggress an enemy. - A deployed hub can help players from either team. You do not have to be in sight of the hub--you can use hubs behind walls or located in unreachable locations above or below you. Just look for the hub icons in your HUD. - Like how multiple players can capture an objective faster, multiple hubs or repair tools can work together. Three medics can return soldiers back to full health in very little time. - Medics and suppliers technically have two hubs: the one they deployed, and a reserve that is always on-hand or recharging. It is possible to have both out at the same time, but only one hub can be deployed at a time. Whether this allows for an effective doubling of time with the hub deployed (counting towards the respective awards) is unknown. You are certainly able to heal or resupply two locations at once, or do so in one place at twice the speed. It takes time for your next hub to appear, perhaps the length of time it would take for the hub to recharge if you hadn't deployed it. (Pre-1.25: A glitch allowed for the second hub to appear much sooner than it was supposed to.) - If you are holding a hub, you cannot deploy it if it has been depleted. You still heal or rearm, but you can't drop it. You can put away the hub, at which point it recharges normally. - Hubs cannot be picked up. If you need to get rid of a hub (i.e. to prevent an enemy from using your hub), you must drop one somewhere else or destroy the existing hub. - Even though supply crates heal, repair, and rearm anyone in their vicinity, deploying a hub near one still allows you to get teamwork points for the associated action. - Supply crates can be used for cover, but they can be destroyed. Engineers can repair the crate. Hubs can also be used for limited cover, but are more easily destroyed. Supply crates used by enemy vehicles should be destroyed. - Advanced hubs affect you and your teammates the moment you enter a vehicle. - Stationary turret operators cannot be healed or rearmed, nor can you use an advanced hub while inside one. == Destroying Deployable Items == /6.5 Every deployable item can be destroyed by either force through various means. Items that belong to your team are marked with a blue icon upon inspection. (Destroying a friendly sentry gun or non-squad allied beacon will result in team vehicle damage penalties.) Items marked with red icons belong to the enemy and should be destroyed. === Gunfire === Firearms can be used against the following items. Grenades may also work, but are not designed to destroy devices. Explosives, vehicle weapons, and artillery can also destroy the items below. Recon: Sniper Decoy Assault: Medic Hub Engineer: Vehicle Sonar Support: Ammunition Hub, Sentry Gun, IPS Shield*, Infantry Sonar Squad Leader: All items (Spawn Beacon, Recon Drone, Assault Drone, Prioritizer) Commander: Supply Crates * The IPS must be destroyed either via its control box (located on the bottom center of a deployed shield) or by using vehicle weaponry. === Anti-Explosives === Many explosive items can be destroyed with RDX Demopaks, the Zeller-H rifle, and Motion Mine Bait. (1.40: The Clark RDX Shotgun can also be used to counter explosives.) The AE Defuser can defeat explosives without setting them off. Grenades *cannot* be used to set off ordnance, nor can other firearms. Allied explosives are marked with red explosives icons in NetBat, and being in their proximity will light up an orange explosives icon in your HUD. Enemy explosives are unmarked. Recon: RDX, APM Engineer: EMP Mine, Motion Mine === Distractions === Certain items can be distracted from their duty rather than/prior to being destroyed. EMP grenades and strikes will cause these items to temporarily falter like other machinery. Support: Sentry Gun Squad Leader: Recon Drone, Assault Drone In particular, the Sentry Gun--when placed in a defensive position aboard a Titan--will target an enemy whether or not it can actually reach it (through walls or other obstacles). It can only assail a single target at a time, and will not stop until the target is dead or has left its field of detection. One player can get the sentry to fire upon him harmlessly through a wall while others bypass it safely. == Suggested Upgrade Path == /6.6 If you are a newcomer to the game, try unlocking items in the steps below. Unlock the items one group at a time, in whatever order satisfies you. Group 1 - Basics that help you keep yourself alive. They also make your dropped kit usable to other teammates. The defibrillator and the personal unlocks in particular should be among your first options. - Recon: RDX -OR- APM - Assault: Defibrillator - Support: EMP grenades (to lock down vehicles and generally screw with enemies) - Personal: Frag grenades, SprintCor, Staminar Group 2: Some weapons and teamwork upgrades added now that you're familiar. - Recon: APM -OR- RDX, Scope upgrade - Assault: Herzog Shotgun, Hub upgrade - Engineer: AE Defuser, EMP mines, Tool upgrade - Support: IPS, Hub upgrade - Squad Leader: Spawn Beacon Group 3: More aggressive - try focusing on one tree at a time from here on. Unlock NetBat upgrades as necessary to access further items. - Recon: Scope stabilizer and Zeller -OR- Active Camo, Lambert, and Camouflage Upgrade - Assault: AR-Rockets, and Voss -OR- Baur and Extra Universal Round - Engineer: Motion Mines, Vehicle Sonar, Pilum, and Mine Bait - Support: Sentry Gun, Pulse Meter, and Clark -OR- Ganz and Infantry Sonar - Personal: Larger pistol clip, Extra grenade(s) - Squad Leader: Otus and Accipiter (if you unlocked Infantry Sonar and like leading squads) Group 4: Final treats - Recon: Other unlocks - Assault: Other weapon, Extra Universal Round - Engineer: SAAW, SMG extension - Support: Other weapon, RDX shotgun (post-1.40) - Personal: Boots - Squad Leader: maybe Accipiter Unnecessary: - Recon: Maybe Zeller (before 1.40 armor changes) and/or Ghost - Assault: Radar Grenade, and pre-1.40 Smokes and Voss if you don't believe in using the latter - Support: pre-1.40 RDX shotgun - Squad Leader: Accipiter and Prioritizer = THANKS = /7.0 - Digital Illusions, CE for creating a wonderful and engaging game. - Electronic Arts, for distributing said game. - Planet Battlefield, for quick references. - CJayC, Sailor Bacon and GameFAQs, for hosting this guide, as well as my prior Metal Slug guides. - Everyone I've fragged with/against on BF2142, and everyone on the GameFAQs forum. - BF Rules of Engagement, who work non-stop to keep the game clean of cheaters, griefers, dictators, and other wastes of space. - Michael Trathen, for some tips while I was missing in action. ==Hosts== - Jeff Veasey at GameFAQs - Leo Chan at Neoseeker - Dennis at Super Cheats - John Powell at battlefield.bestgamefiles.com - Paul Ryan at Games Radar ==No Thanks== - Those of you who enjoy teamkilling. The lowest circle of Hell is reserved for traitors. _______ Battlefield 2142™ Unlocks Guide v1.31 ©2008 Nahum Reduta "Freedom is not free. Incarceration does have its benefits, though."
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